Nuclide
Software Development Kit for id Technology (BETA)
defs.h
1/*
2 * Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
3 *
4 * Permission to use, copy, modify, and distribute this software for any
5 * purpose with or without fee is hereby granted, provided that the above
6 * copyright notice and this permission notice appear in all copies.
7 *
8 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
9 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
10 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
11 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
12 * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
13 * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
14 * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
15 */
16
17#include "api_func.h"
18#include "../shared/api.h"
19#include "../shared/entityDef.h"
20#include "Output.h"
21#include "GameRules.h"
22#include "skill.h"
23#include "logging.h"
24
25#include "../nav/linkflags.h"
26#include "../nav/nodes.h"
27#include "../nav/route.h"
28#include "../nav/NodeEditor.h"
29#include "../nav/way_convert.h"
30#include "../nav/NavInfo.h"
31#include "../nav/Hint.h"
32
33#include "spawn.h"
34#include "AddonDelegate.h"
35#include "plugins.h"
36#include "lament.h"
37#include "vote.h"
38#include "mapcycle.h"
39#include "maptweaks.h"
40#include "scripts.h"
41#include "Schedule.h"
42
43/* helper macros */
44#define EVALUATE_FIELD(fieldname, changedflag) {\
45 if (ATTR_CHANGED(fieldname)) {\
46 SetSendFlags(changedflag);\
47 }\
48 SAVE_STATE(fieldname);\
49}
50
51#define EVALUATE_VECTOR(fieldname, idx, changedflag) {\
52 if (VEC_CHANGED(fieldname, idx)) {\
53 SetSendFlags(changedflag);\
54 }\
55 SAVE_STATE_FIELD(fieldname, idx);\
56}
57
58#define SENDENTITY_BYTE(field, changedflag) {\
59 if (flChanged & changedflag)\
60 WriteByte(MSG_ENTITY, field);\
61}
62
63#define SENDENTITY_SHORT(field, changedflag) {\
64 if (flChanged & changedflag)\
65 WriteShort(MSG_ENTITY, field);\
66}
67
68#define SENDENTITY_INT(field, changedflag) {\
69 if (flChanged & changedflag)\
70 WriteInt(MSG_ENTITY, field);\
71}
72
73#define SENDENTITY_FLOAT(field, changedflag) {\
74 if (flChanged & changedflag)\
75 WriteFloat(MSG_ENTITY, field);\
76}
77
78#define SENDENTITY_STRING(field, changedflag) {\
79 if (flChanged & changedflag)\
80 WriteString(MSG_ENTITY, field);\
81}
82
83#define SENDENTITY_COORD(field, changedflag) {\
84 if (flChanged & changedflag)\
85 WriteCoord(MSG_ENTITY, field);\
86}
87
88#define SENDENTITY_ANGLE(field, changedflag) {\
89 if (flChanged & changedflag)\
90 WriteAngle(MSG_ENTITY, field);\
91}
92
93#define SENDENTITY_ENTITY(field, changedflag) {\
94 if (flChanged & changedflag)\
95 WriteEntity(MSG_ENTITY, field);\
96}
97
98#define SENDENTITY_COLOR(field, changedflag) {\
99 if (flChanged & changedflag)\
100 WriteByte(MSG_ENTITY, field * 255.0);\
101}
102
103#define SENDENTITY_MODELINDEX(field, changedflag) {\
104 if (flChanged & changedflag)\
105 WriteShort(MSG_ENTITY, field);\
106}
107
108var bool g_isloading = false;
109
110var bool autocvar_mp_flashlight = true;
111
112void Client_FixAngle(entity, vector);
113void Client_ShakeOnce(vector, float, float, float, float);
114
115void Mapcycle_Load(string);
116
117ncEntity eActivator;
118
119/* Generic entity fields */
120.void(void) PlayerUse;
121.void(void) PlayerUseUnpressed;
122.bool iBleeds;
123.entity eUser;
124.float material;
125.float deaths;
126.float botinfo;
127
128/* in idTech the .owner field causes collisions to fail against set entity,
129 * we don't want this all of the time. so use this as a fallback */
130.entity real_owner;
131
132int trace_surfaceflagsi;
133string startspot;
134string __fullspawndata;
135
136var bool g_ents_initialized = false;
137
138/* main is a qcc leftover */
139void main(void)
140{
141}
142
143#define SAVE_DECIMAL(x,y,z) fputs(x, sprintf("%S \"%d\" ", y, z))
144#define SAVE_INTEGER(x,y,z) fputs(x, sprintf("%S \"%i\" ", y, z))
145#define SAVE_FLOAT(x,y,z) fputs(x, sprintf("%S \"%f\" ", y, z))
146#define SAVE_VECTOR(x,y,z) fputs(x, sprintf("%S \"%v\" ", y, z))
147#define SAVE_STRING(x,y,z) fputs(x, sprintf("%S \"%s\" ", y, z))
148#define SAVE_HEX(x,y,z) fputs(x, sprintf("%S \"%x\" ", y, z))
149
150
156ncEntity EntityDef_SpawnClassname(string className);
157
158
162ncEntity EntityDef_CreateClassname(string className);
163
174ncEntity Entity_CreateClass(string className);
175
181bool EntityDef_HasSpawnClass(string className);
182
183
188string EntityDef_GetKeyValue(string className, string keyName);
189
190void
191WriteEntityEvent(float to, entity targetEntity, float eventType)
192{
193 WriteByte(to, SVC_CGAMEPACKET);
194 WriteByte(to, EV_ENTITYEVENT);
195 WriteEntity(to, targetEntity);
196 WriteFloat(to, eventType);
197}
198
ncEntity is the lowest of the user-accessible entity class.
Definition: Entity.h:75
float botinfo
Definition: botinfo.h:41
string EntityDef_GetKeyValue(string, string)
Retrieves the value of a specific key defined within an EntityDef.
Definition: entityDef.qc:275
bool EntityDef_HasSpawnClass(string className)
Checks if an entity class was defined in an EntityDef.
Definition: entityDef.qc:618
ncEntity Entity_CreateClass(string className)
Always returns a valid entity.
Definition: entityDef.qc:604
void Mapcycle_Load(string)
Can be called by the server game to override the current mapcycle with that of a custom mapcycle file...
Definition: mapcycle.qc:18